News:

Rebirth Year 6 Anniversary Event is now LIVE!  Active Release: Ri6

Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Joshex

#21
Irreparable Damage (Global Damage Set, Very Rare, UNIQUE):
A:enh( Chance for Mag4 -HP, -Regen, -Res to target, Self +Damage)
B:enh( Chance for Mag2 -HP to target)/ Damage
C:enh( Chance for Mag2 -Regen to target)/ Accuracy
D:enh( Chance for Mag2 -Res to target)/ Recharge
E:Damage/ Accuracy/ Recharge
F:Damage/ Accuracy/ Endurance/ Recharge

Set Bonuses:
2: 4% Damage Bonus
3: 15% enhancement Accuracy
4: Defense Smashing/lethal, Res Mez
5: Defense Energy Negative, Res Cold, res Mez
6: Defense Psionic, res Toxic, res Mez

Recipes:
A: Corrosive gas, Titanium Shard, Enriched plutonium, Empowered sigil, mutating genome
B: chemical formula, rune, plague spores, silver, Alien Blood Sample, Reactive Gas
C: Rune, unquenchable flame, heavy water, complex chemical formula, Psionic Manifestation
D: Iron, Corrosive gas, ensorcelled weapon, enchanted impervium, Psionically Charged Brass
E: chemical formula, Iron, symbol, Rikti Alloy
F: stabilized mutant genome, spiritual essence, Psionic Ectoplasm, Psionically charged brass


"Careful combinations of biological agents with harmful chemicals, radioactive materials, magical commands, and psionic connections embued into tough and jagged shrapnel can be built into any weapon or impacted during any attack causing irreparable damage to your target, they may heal but the parts of their body damaged this way will have to be replaced at a genetic and cellular level before they can function like they used to again. When combined in a single attack; The combination of agents grants all your attacks a huge damage bonus, the magic and psionic enchantments make targets hit by all your powers Very easy to hit again, the shrapnel causes many enemies to pull their punches causing them to miss, the energies create a field which can repel energy and negative damage types, the radiation and corrosive chemicals can melt ice and creates a heat aura around you and can react to and kill or distintegrate harmful substances, and the magic and psionic artifacts and scripts deflect attempts at getting into your head".

this damage set is meant to add a debuff to the slotted attack, Stackable (on each hit that connects) upto Mag 6 total in one hit (for the duration of the magnitude on the target) adding an additional debuff per hit(if it rolls in the debuff's chance range), the reason being is in example I noticed in my tank builds if there are no debuffs in the actual attacks there are very few cases where you can add say a regen, HP or res debuff, most of those procs are in sets for enhancing specific types of attacks or effects which your powers may not have (so you can't slot them), Like for melee and PBAoE I think theres close to nothing where you can slot a debuff proc. this makes it difficult for melee types to deal with armored regenerating foes, however this set can also aide ranged and control users as well.

it has 4 Effect adding enhancements (Procs), one with a chance to add a Mag 4 -HP -regen and -res effect to the slotted power, and then one other enhancement for each debuff (hp, regen and res) at Mag 2 mixed with some form of power enhancement, making an additional 3 Chance For procs.

given the nature of this set I felt it wouldn't really add any regeneration nor recovery to the user as it is rather degenerating in nature, it also doesn;t really interface with the character nor create any speed so I didn't include any recharge bonuses.

I felt that this entire set needed to be UNIQUE because allowing everyone to slot debuffs in every power might be a bit too much.
#22
So, for those who don't know, Tina Macintyre is a contact who will give you missions with some praetorian ArchVillains in them and also a few badges all of which are important for getting accolades such as portal jockey.

now also, there's a difference between Tina Macintyre and Ouro Tina Macintyre. they will set you out against different AVs, so to get the AVs from the non-ouro Tina's arc you need to run it with someone who has her as a contact in the level 40 to 44 range. if you have not been a completionist and missed her and are in this range, you may be able to get a detective to introduce her to you.

You do not need to have her as a contact to run the arc with someone else.

https://wiki.cityofheroesrebirth.com/wiki/Tina_Macintyre

So as of the 23rd of November 2023 my character captain shock only has Tina Macintyre and Unai Kemen's first mission (warwolf world) as my only level sensitive contacts left. To be nice, for those who need the AV defeats and badges I will be offerring 7 spots to the first to claim them in this thread. I honestly wish I could offer more.

We will be handling AVs some of which are rather tough so bring your A-Game. We can probably get away with half the team being in their 20's or 30's and still get by. Any AT is fine.


This is LONG story Arc, not the longest, but we may need to negotiate several days when we can all do it.

I would like to get this done in the next 2 weeks so I can level to L45 before we do the LGTFs and rikti drop ship takedowns during the winter event (see other thread)


this is started, we missed antimatter because he spawned as an EB. so I'll have to do that part again. sigh.

other than that , I'm just doing it based on who wants to join when I'm active.

Finished for now, no more characters in this level range with this contact.
#23
Off-topic / Project Bane
Nov 12, 2023, 02:32 AM
so, in 2011 I began working casually on a project called "Project Bane" in blender. I knew what I wanted to do, and what I had to do. Then in 2012 when CoH was sunset I kinda went full-in for a bit and started making what I hoped would one-day be a spiritual successor to City of Heroes.

however all I could get out was on offline demo for my master's degree project. It was hard work to essentially cram the menus and overlay and characters items and scenery into 1 year. in the end I ended up cutting the scene short and setting very small map bounds. and the character animations were awful, I didn't even auto-inverse-kinetics (Auto IK) them, they were all manual bone rotations so they looked stiff.

this thread is for discussing this project.

so, what did I actually showcase during my masters degree if not a full game?

It centered on game tutorial philosophy, specifically training the character with minimal text. essentially we're talking Super Metroid style tips, but rather than placing them over the screen, I decided to make multiple billboards in game whose image would change based on conditions being met. such things as running out of stamina, getting low on HP, getting defeated, and tasks pointing you to click your contact to get a mission, and hand-in completed missions, even teaching you how to target enemies by clicking them. It was all helpful tips as graphical billboards.

you might see where this is going. recently there was a competition for billboard design, so, I'd like to share my idea with City of Heroes: have the billboards actually help communicate tips to players. I'll try to post them tomorrow. Looking back at them now is well kinda like looking back at childhood drawings, they are a bit humiliating in their current state so bear that in mind. also the graphics and symbols are my own custom designs intended for Project Bane so they may not match city's items exactly. I might change that if I get time between now and december 30th.



lastly, what became of project bane?

well, it's really on-hold. blender has some limitations I did not know well enough to get around at the time. the major problems are:
1: dynamic text that doesn't abuse memory is kinda unstable. in blender 2.5 to 2.79 you can use a text object, but that renders the text from a vector curve, and seems to suck up processor and memory power. In 2.49b you use a .tga image font, the problem there being that when you transfer the game to a different machine all the text turns into '@'s , the fix is to go in and re-unwrap every single text field and lay it out on the @ in the image, which is not something most casual players will easily be able to do. theres another method which requires a bit more programming expertise and essentially costs 1 polygon per letter in some cases, it also requires an in game dictionary of words and phrases so as to cut down on polygons. it would be a ton of work. also word wrap is something I need to program myself, as well as text window bounds, scrolling and such, it's likely it'll have to be some crazy videotexturemodule trick to make a chat box actually scroll and hide out of box text.
2: Dynamic shadows, blender only allows buffered shadows with a spot lamp. it also gets pretty pixelated over large distances. there's a gamelogic bricks function to make an object into a 2D n64 style shadow that follows the player around at ground level and hangs over edges floating in the air, and then theres theoretical raytraced shadows using a shadow scene and the render to texture module but it's not confirmed to work.
3: Encryption. this was a real kicker. I think python has some form of data encryption module, but there doesn't seem to be a controlled method for key negotiation and exchange. I did make my own data encryption method the problem is building it lol.
4: motion textures, blender can only do motion textures with the videotexture module, it uses essentially double the graphics memory and processor power as rendering the gamescreen then converts it to the desired image resolution. there's other methods I've stumbled upon more recently that should help essentially mesh swapping.
5: updates, patches etc. while there are methods to do this automatically, you essentially need to build the updater into the game, and as far as I know it has some critical limits. real-time mesh and image creation are essentially a pipe-dream in-game. they are meant to be done out of game.

the pros of blender were:
open source; so players could literally custom model their character model and animate their own attacks with custom graphics effects. the downside is these would only show up to other players once officially added to the server by mods and after the client is updated.

the downsides were mainly:
a lot of dev work, and no one wanted to help.



This project may be picked up again in the future. it's not abandoned. But right now I think I need to start smaller and put out something to generate interest in my game dev abilities (which I am doing, nearly done with my first game). If this project does go live again, training will be available.

what can I tell you about the game? not much, it kind needs some secrecy till it's ready to launch. I'm actually glad I didn't rush it out. building a superhero universe storywise is a big job that requires alot of careful assessment as you go forwards to prevent plotholes and limits which write you into a corner.

the game premise and setting are largely known, gameplay elements are in their infancy but are already 90% planned out. numbers are the real work there, I have a spreadsheet somewhere that needs a major reworking. @_@ math.. it is not city of heroes, there are a long list of monumental changes, some of which may need more testing to determine better methods of application. I currently have no funding.

Character models will need reworking: last I checked the character model I made had working rigging, but could be a lot better with my knowledge now. the polycount with clothes was about 10,000 polygons. which is crazy for a single character. so that will need toning down. I currently only have a male base model, I'm nearly done with a basic female base model, just need to finish rigging the hands and make eyelid shapekeys, but that's in anime style, so while we could include that, I still want to make a comic book style and realistic style, most of which is just the face.

but yeah, this is on hold. if you are interested let me know.
#24
Looking for Group / Rikti Dropship Takedown
Oct 06, 2023, 04:43 PM
Saturday the 23rd of december is the date!
9PM GMT-5 (NewYork) time is the time!


In order to make this work we will plan a LGTF ahead of this event and the invasion it spawns will be our target. we will try to finish the LGTF at a specified time. we will be doing this the week starting 12/18 because LGTF is the weekly strike target!

On the day this will happen This will be scheduled as 2 events

#lgtf
and
#gm

We will add 5 events to the !e next list in EventHerald
1: some prior good day we'll hold some atlas park safeguard missions to get people the flight power
2: on yet another prior day we'll hold some VILLAIN side Atlas Park Mayhem missions, just in case that's where you want to get your flight power(though the drop ships will be blueside)
3: during the first week of the winter event we'll schedule events to get candycanes to get the golden rings temp power (likely tons of winter lord runs)
4: the pre-invasion LGTFs AS MANY AS WE CAN GET GOING SIMULTANEOUSLY
5: the post LGTF Dropship assault

it is my opinion we should have at least 2 teams do the LGTFs simultaneously and watch the clock to complete at the same time, so we have 2 invasions drop to maximize the chances of getting a an invasion in a good long zone.

What you'll need; either, hover, fly or a jetpack that can be used in combat, ///WARNING///Hoverboards and magic carpets will not work!///.

We will need a league of at least 2 full teams.

We will need SLOWS, HOLDS, and IMMOBILIZE, it has a slow resist that stops it from going to a full stop, the slowest we can drop it to is roughly 14mph

We will need damage.

ALL levels welcome.

We're looking for Invasions in LONG zones, such as Peregrine Island, Steel Canyon, Skyway City, Talos Island, Crey's Folley, Independence Port.

We need to Assemble and Wait at the War Wall where the ships will  be coming in! NO FIGHTING RIKTI ON THE GROUND AND NO BOMBS everyone focuses on 1 Ship as a league!.

Bring INSPS for yourself. Suggested; Reds Yellows and Blues. for squishies Purples, Oranges and Greens.

Temp Powers Welcomed.

///WARNING
Remember, Ground based powers such as summon:fields will not work as theres no where to cast them in the air. Summons will not be able to reach them, so unless you have groupfly your pets wont be able to help (so provide whatever attacks you've got). Some Self TP powers don't work while flying, such as Electric Melee: Lightning Rod.

Watch your Endurance!

from what I remember anti-fly doesn't work on them so we cannot ground them. or maybe we just need a ton of antifly like mag 10000

Squishies keep distance and use ranged, Solids (Joke) use taunt or provoke to hold the ships fire only as you are able!.
///

When one ship goes down we hit another!




What do you/we need to do ahead of time:

Before the LGTF you will need to obtain a combat type flight power, there are several ways to do this:
1: you can buy one if you are L20 in Siren's Call, or L40and go to the shadow shard
2: you can get one as a reward for completing the Atlas Park Safeguard mission, or if you were a villain or rouge recently you could do the Atlas Park mayhem mission.
3: you can get the Holiday Jetpack during the winter event.
4: you can make a second build with Hover or Fly
5: you can follow someone who has Group Fly (by getting Aerobatics and Fly) MMs and pets users will NEED to have a build like this for dropships. please make this build ahead of time it can be with normal enhancement or IOs you don't have to kill yourself on sets.
6: you can be a peacebringer or warshade
7: there is a Jet Pack Temp Power that can be crafted you can get the recipe from other players, from drops or buy it on AH if available.
8: if you are a villain or rogue there are several missions you can do through flashbacks to get a jetpack.
8.1: Lt Chalmer's in Sharkhead Isle will give you a mission  "Help the Skyraiders fight off longbow", there is nothing in the wiki saying this mission cannot be Ouroed.
8.2: Marshal Brass offers the mission "Steal a Goldbrickers Rocket pack" which grants you a rocket pack. this is not available via Ouro!.

every attending player should have a hold, even if it's just the dayjob power
you can get HOLD type powers by:
1: you can get the Ranged TAoE Hold: Tear Gas dayjob power by logging off in a police station and a vault till you get the dayjob badges, then log off again to earn charges.
2: during the winter holiday event you can get the Golden Rings Temp Power from the candy keeper, Ranged Foe Hold.
3: you can get a hold if you are a controller or dominator, some other ATs may have holds as well, like blaster.


sadly there are no craftable Hold type powers
sadly there are no hold type powers in power pools
sadly the hold type powers in other temp powers are limited use and no refill.

update: this event is in planning tentatively for december, because we'll do better with the golden rings temp power. no date has been set because I'll likely need to lead or take part in an LGTF which is min level 45, I still have 3 contacts in the L40 to L44 range. getting there slowly.

It WILL NOT be in the first week of christmas content! this is to avoid interfering with people getting the winter event out of their system. we'll aim for the second or third weekend of the winter event but NOT christmas week, just in case!
#25
I know we just got new pools, such as utility belt and experimentation. it's time then to think about whats next, because making it will likely be a long job.

each pool has a theme, usually a combination of different things that other pools don't have ( so as not to make another pool's power redundant)

My suggestion is a "ninja arts" pool (your basic ninja arts) it's really hard to limit it to 5 powers.
starting level 4 selections are:
lv4 : Throw Shuriken Ranged, Minor Damage Lethal
lv4 : Substitution Jutsu, Targeted Aoe: Foe Placate, Summon Destructible Object, self +stealth(15seconds)
--must have chosen one of the above to select below--
lv14 : Taijutsu (toggle) +Run Speed, +Jump height, +Def(AoE, Melee, Ranged)
lv14 : Genjutsu, Targeted AoE, Foe blind, Foe Placate, foe Confuse, Moderate DoT Psionic
--must have 2 powers in pool to select below--
lv20 : Clone [summon clone] Endcost: 50, recharge moderate (can cast multiple times for multiple clones), clones: 10%% Your HP, 50 End, access to copies of 2 unenhanced versions of random powers from your primary and/or secondary, plus Throw Shuriken.

most of this pool is designed for squishies to cast when they need to run away.

Alternative powers I was going to include were, Throw Kunai (but we might not have the graphic), Caltrops, and Smokebomb(PbAoE minor dot Fire/Smashing, foe choke, foe blind (-perception))

Taijutsu was pulled from blaster secondary ninjitsu: Shinobi
An Alternate for Substitution jutsu, is to blind all enemies, placate, then TP the targeted enemy to you, hold them, and confuse the rest. thus they'll attack the held enemy and wonder where you've gone. naturally +stealth for the player so they can run away while the enemies defeat one of their own. I actually rather like this alternate, because it could be used to force arachnos to attack their Mu guardians and fortunatas, make malta attack the sappers, make tsoo attack healers, and make CoT earth mages cast quicksand on their own. but thinking about it technically this can be achieved with Substitution followed by Genjutsu.

Add other suggestions below.
#26
Because someone mentioned sidekicks.

Long ago on the paragon studios forums, I mentioned an idea for a new AT. I haphazardly called it a "Sidekicker" we can probably find a better name for it maybe "Leader".

What is it? It is a Pet summoner, but unlike masterminds it can only summon minimal pets. usually 1 pet. but the pet is practically equal to just below one player (I'll explain more of this coming up).
The Primary Powerset would be a mix of armor, team buffs, and attacks.
The Secondary Powerset however, contains some variation of "Call Sidekick" as the first power, the powers after that are just for the sidekick, but may have some teamwork attributes where SOME defense, accuracy, damage buffs etc. are shared.

The Leader/player character(primary powerset), supplies self buff, team buffs/enemy debuff, and damage.
The SideKick (Secondary Powerset), supplies Control, Support, team buffs/enemy debuff, and damage.
The AT Specific Inherent power could be called [Team Synergy], where all their powers are increased in potential when a Plan of Action is being followed.

What is a Plan of Action? unlike the mastermind Pet Controls, the pet controls for this AT are more like battle strategies, Referred to as Plans of Action. things like (these are examples):
[Split Up] where your Sidekick Pet tries to take on any enemy/group except your target/group, going as far as their perception radius away from you to find trouble.
[My Target] same as the mastermind, attack what you are attacking.
[Current Target] attack the one I selected right now regardless if I switch targets.
[Fallback] tells the sidekick to get some distance from the enemies and use Ranged and Control only.
[Retreat] tells the sidekick to run away.
[Support] tells the sidekick to focus on buffs/debuffs and control
[Cover Me] Tells the Sidekick to attack with AoE, and run past enemies to distract enemies from you (get their agro).
[Hide] tells the sidekick to avoid enemy perception radii
[On my signal] coupled with any other Plan of Action, the side kick will not do anything till you either tap the same plan of action again, OR engage in combat/action.

One Big ability in [Team Synergy] is that in example when the Leader is defeated, if the sidekick is still alive, the player's control can switch to the Sidekick rather than being given the standard defeat message, the sidekick is not auto-defeated with the leader(also enters doors and transport before being 86ed from the map. thats just a graphic thing), the same vice versa if the sidekick is defeated, they do not disappear until resummoned or dismissed or until BOTH leader and sidekick are defeated, at which point the control switches to the Leader and the Sidekick disappears. While in control of the sidekick when the leader is down, the sidekick can employ all your Pool Powers as well such as Recall and Resuscitate if you have chosen those. This benefits the player in that they can leave their sidekick hiding in a safe place, go challenge something mean, die and then TP themselves out and resuscitate themselves, if they chose those pools, also it does not count as debt until both are down. In other words "Down, but not Out"

Each Plan Of Action grants a Specific Team Synergy buff in example:
[Hide] might grant [Peace of mind]; an increase in attack speed, defense power potential, Accuracy and Damage. but it's based upon your primary.

Team Synergy Buffs are ONLY granted if you follow your own orders. the side kick will, but if in example you switch to their target While [Split Up] is enagaged, you both lose the synergy buffs! or if they are discovered when using [hide], you'll then lose [Peace of Mind].
Team Synergy Buffs are granted differently in different situations:
You and your sidekick are both alive, and in perception radius of eachother: Power Value + Power Value (I.E. 15% S/L Res +15% = 30% Smashing/Lethal Resistance)
You and your side kick are both alive but out side of eachother's perception radius (but still enacting the Plan of Action): Power Value + 1/2 Power Value (I.E. 15% + 7.5% = 22.5%)
You or your sidekick are defeated, but in perception radius (and the defeated one died keeping the plan of action): Power Value + 1/2 Power Value
You or your sidekick are defeated, but either not in perception radius or were not following the plan of action on defeat: Power Value alone (I.E. 15%)

In addition there should be some small buff for having Team Members or League members Follow the plan of action in and out of perception radius. like +10%% of the Power Value. (I.E. 15% + (1.5%* Team Member following the plan)) and 1%% for each league member following the plan (I.E. 15%+ (0.15%* league member following the plan)), Team and League buffs could also be added to the team and league respectively!.

As you can see this AT CAN be pretty Tanky, getting buffs that could rival a brute or tank in SOME situations. So the Res Cap could be higher than 75%, keep in mind they WILL NOT be able to reach it if their Sidekick is down. I suggest a Res cap between(including) 50 and 90. it could be possible the Res cap could change Depending on Team Synergy effects being active, so long as you are following the plan of action the res cap could be 90%, it could be 75% if you're getting +1/2 Power Value, or 51% if getting no extra power value (if your side kick is down and out of perception radius, regardless team or league presence "Nooo! Why did they have to kill my sidekick!").

So the Caps as well as the Team Synergy bonuses all scale from the weakest link on the team to Tankin' like a pro.

Lets talk about the Sidekick being ALMOST equal to a player, They'll never exceed the abilities or stats of the Leader, maybe 10% less down the board, 10% less max HP, 10% Less max End, 10% less total Resistance, 10% Less total Defense, 10% less damage, 10% less accuracy 10% less to hit, 10% less regen, 10% less Recovery etc. This is not a Given! just a rough estimate based on default values! it can change if for example the Leader's first buff only applys to self, it wont raise the sidekick's stats! so there can be a large discrepancy.. plus by default sidekicks have 1 less power (which is Ironically taken by their summon). but other than that with a good build this is one pet that could maybe with inspirations stand up to a hit from an AV and keep fighting.

The WEAKNESS of this AT is that some powers, such as Attacks are NOT shared though they may have some secondary Team Buff and add Team Synergy, and over all the Leader's PowerSet (Primary) is a mix of self buff, team buffs/enemy debuff, and damage. out of 9 powers thats roughly 3 of each or 1.5 team buff/debuff (2 of one, and 1 of the other). So you'll only have 3 main attacks! plus whatever pools you get. Where the Sidekick splits Control, Support/team buffs, enemy debuff, and damage between 8 powers, so maybe 2 attacks, 2 control, 1 buff and 1 heal, and 1 debuff, AND NO ACCESS to POOLS UNLESS Controlling them. this means at any time a little more or less than HALF your potential is server (CPU) controlled.

Perhaps Team Synergy should allow the player to switch whether they are playing as the Leader or Sidekick as they wish.


Primaries will have to be specially made, and could look like;
Names like "Invulnerable Leadership" instead of "Invulnerability", or "Will of the Team/Leader" instead of "Willpower"
L1: Self Buff(Toggle or Auto)
L1: Attack.
L2: Team Buff/Enemy Debuff (Toggle)
L6: Attack
L8: Self Buff(Toggle or Auto)
L12:Team Buff/Enemy Debuff (Toggle)
L18: Self Buff/Rez(Toggle or Click type)
L26: Team Buff (Toggle)
L32: Final Big AoE Attack/ Tag Team Attack

Secondaries would also have to be specially designed, and could look like;
Names Like: Firey Sidekick, Icy Sidekick, Psionic Sidekick, Electrical Sidekick, Grim Sidekick, Staff fighting Sidekick, Mace Weilding Sidekick, Energetic Sidekick, Ninja sidekick, Gadget Making Sidekick, Weaponmaster Sidekick, Duplicate Sidekick, Robotic Sidekick etc.
L1: Summon Sidekick (they come with a power [Sidekick Brawl], or [Sidekick kick], or a ranged power similar to your Origin Inherent Power [Dart], [tazer bolt] etc, but they are weaker than yours and don't have things like stun nor kb etc.)
L2: Ranged or Melee Attack based on the Powerset.
L4: Control
L10: Support/ Team buff
L16: Enemy debuff
L20: TAoE Control
L28: Support/ Team Buff
L35: AoE Attack
L38: AoE/Cone Enemy Debuff

Notice there is no Build-up style power in either set. this is because they get build-up like effects from Plans of Action(when executed correctly), sometimes. they are permanent (while in battle and while the plan of action continues to be successful) unenhancable build-up style powers, but yield much less accuracy/to hit and +damage output, as they may include (an)other effect(s) like +Res, +Def, +Regen, +Recovery, -Rech, or a foe debuff Foe -ToHit, the effects of each could be based on your primary. in example if "will of the team" you'll see effects like: +regen, +defense, +recovery, +Status Protection, Enemy -ToHit in the bonuses from the Plans of Action. That is to say the plans of action just boost your primary and secondary abilities and effects. so Plans of Action will have "+Special" and buff based on power type. "+Special: Buff, secondary effect, +ToHit, +Damage"

It may be possible that SOME Secodary sets, Have another Summon Sidekick at a later level, Perhaps some mastery sets will have it as well for this AT. "Summon Arachnos Soldier" for Black Scorpion's Last Patron power, and maybe a fortunata for Ghost widow's patron. and maybe a Longbow Warden somewhere in a munitions mastery.

Survivability: 5 to 9
Melee Damage: 5 to 7
Ranged Damage: 5 to 7
Control: 3
Support: 3
Pets: 4

Of course they should be able to name sidekicks. and maybe, because it's so few "pets" even costume design for SOME of them and adjust body type.

What things do Sidekicks Inherit from their Leader?
Team Buff effects
Plan of Action Bonuses
Any and all Set Bonuses
Team Group Pool Power Effects and Enhancement of effects.
Perhaps Toggle based Pool Powers that are switched on by the player while controlling the sidekick, (I.E.: Stealth, Invisibility, Fly, Group Fly, combat jump, super jump. and maybe tough, weave, and leadership toggles, maybe. "Maybe" in that perhaps they should stay on till sidekick defeat even when switching back to control of the leader.)

What things do Sidekicks NOT Inherit from their Leader?
Leader's ToSelf power effects
Pool Powers (except when the player is in control of the sidekick, or in the case of effects from Team/Group pool powers (those count), toggle powers turned on will stay on when switching control back)
Holds, Sleeps, immobilize, -speed and other Debuffs dealt to the Leader etc.
Enhancement from the Leader's powers (except for Team/Group Powers).
Player Effects Applied to the Leader. such as single target buffs from another player.
The Leader's Location (big difference from other pets that TP to you when following and lagging behind. Sidekicks do not)
Endurance ( they both have their own endurance. End Bonuses or End mod from Team/Group/Support powers will still apply)

There may be more constraints.

There could be more Special interactions like Power Sharing, or Temp Powers(for example L10 or L28 Support/Team Buffs might be this), for Example a Gadgets Sidekick could have a "Make Gadget" power which makes a random gadget from a list (Temp Power) they can then give to the Leader or another player or use it themselves Or Immediately Grant to the whole Team. There could be a "Team Strike" attack that only works when you are both in the same place and alive and casts on your target the next available chance, it could be a way to Break eachother Free from Holds Immob and Mezes etc. and do a mega tag team attack(L32).

Then we get into the "Duplicate Sidekick" where the Duplicate's Attacks are weaker versions of your own, and rather than Support/Team Buff you could have "Summon Triplicate"(summon one more in addition to your duplicate) and "Summon More Duplicates" (upto some max number), where Control could be [Dog Pile] (all sidekicks attack the same target/group with a hold)(smashing+your primary damage type), or there could be an [Absorb Duplicate(s)] power to allow you to self heal your leader or another sidekick, gain their End, and get a temporary power boost. the downside would be that your duplicates have very few powers other than being duplicates (just 2 attacks from yours, no or limited Support/team buff, no Debuff) but you can have lots of them.

It really depends on what sets the player chooses. but these are the mechanics in this idea.

Yes, It's complicated. it would take a ton of work compared to making any other AT. but it's a tempting thought isn't it?

To Balance the fact you could basically Rez yourself and Apply Vengeance from a pet's defeat, the recharge on their summons should be much, much, much longer. 2nd and higher sidekicks (if using a set that gives more than one), could have to be resummoned after defeat, disappearing like a normal pet on defeat.
#27
There are a few things in game which cannot be enhanced at current. one of these is Power Duration everything from Build Up to Click-type effects, number of ticks of damage in DoT, duration of castings/summonings such as Quicksand or other field type powers or "Blaster: Electrical Blast: Voltaic Sentinel".

For the name, the question is theme; we could give the name a temporal theme, or we could theme the name by something to do with willpower, training or extra effort.

I was thinking this should be a Global set "Global Duration Enhancement" UNIQUE

The Proc could be several things:
1: The first thing that comes to mind is perhaps a Global 33.3% duration increase to all applicable powers with positive effects to self, other, or negative effects to enemy, pvp enemy player.
2: The second thing which comes to mind is a +100% duration to the slotted power.

Another issue is the set construction, it'll be applied to many different types of powers; +HP, +Res, +Defense, +Speed, +Damage, +Accuracy, +Recovery, +Regen, +ToHit, +End, -Rech, Endurance Discount/End Mod, End redux, Timed Summon Duration, +range, and debuffs of all these so enhancing any of those effects will have to be under Damage, Accuracy, End Redux or Buff/Debuff(everything else including self-buff and buff other and debuff)   
1: Proc
2: Duration
3: Duration/End
4: Duration/Damage
5: Duration/(Buff/Debuff/Effect)
6: Duration/Accuracy

This set needs work, as at the moment it's great for duration increase, likely increasing durations well over 150% which for a 10 or 20 second duration would be 25 to 50 seconds, but it doesn't really add much else. maybe +/- 34% or 40% enhancement to everything else in the slotted power.

perhaps this can be fixed with bonuses? not really sure what to give it. maybe something special for all 6 slotted like a +10% Global Durable Effect Enhancement (+10%% to effects of all powers with durations)

this really needs discussion, it's just an idea I had that wasn't discussed yet to my knowledge.
#28
for color tintable powers, it'd be nice to be able to color them in AE when designing custom characters. To be honest I'm not sure why this has not been done as it's already avilable for players it should be realitively easy to add it for AE custom characters who use almost the same character designer.

Therefore this request asks for this feature to be copied over tot he AE custom character design menu. it'd require adding the "Custom" tab from the character designer to the AE character designer and allow saving and loading of power color profiles.
#29
This post is requesting "single bottoms" such as a snake tail or a pool of muck/slime in AE, a bottom that does not have 2 legs but rather a single tail or pedistal etc.

So we already have the graphics for a snake tail in the Talons of Vengeance it'd be nice to be able to make our own custom lamias and nagas and gorgons.

However, at the moment this is not possible as it's not an available option under bottoms> monstrous.

I know that it requires a different rig, so in example not all emotes will be available or may play differently on such a rig, To be honest, just giving it slither, stand, jump, and knock down/back anims would be sufficient.

Naturally kicking attacks would all have to default to a tail whip animation.

Secondly I'm proposing another such "single leg bottom" such as on a slime monster where it has 2 legs but they are fused in the middle and have a slime bolb around the bottom. but that could be farther in the future than a snake tail as we don't have the graphics yet. technically this could work under 2 legs, but I think kicks would be a bit strange.

lastly another single bottom we do have is the Mu vestment bottom.

#30
I just noticed that water blasting is not available in the powers you can apply to custom AE characters. I hope this gets added at some point in the future.

Edit: I assume that because it was not added on the paragonstudios servers that they may have left no code related to it, nor any instructions, nor comments about how to make it an available selection in AE. I assume this would mean observing how other sets are coded in to the AE custom character builder and attempting to write it in in a similar fashion.

also I assume each power has an Ai attached to it to tell the custom enemy/ally how to use it and whether to attempt move to ranged or melee distance. so the correct Ai would have to be applied to each power in the set. I do know the Ai is not coded to use some powers at all (fields, rez other etc.)

last would be the XP value considerations for water blasting/ water control, those would really be a lot of headwork for the devs to consider. so I understand if this will take a while.
#31
Pretty simple, Electric Blasting was as far as I can tell one of the original blaster sets before the devs really knew what the game was going to play like. and before Chain type attacks were introduced.

The devs as such gave Electric Blasting a PBAoE power in Level 6 probably thinking it'd be good for when enemies get close range. But then electric control was invented and with it Chain attack types(such as controller electric control: Jolting Chain). Electric blasting was never revisited to determine if a change was needed to incorporate a chain attack. Or if they did revisit it they decided to leave it alone with Short Circuit.

What I propose is one of the following:

Allow Blaster Jolting Chain to hit the same number of targets as Short Circuit(15?), Upgrade the damage for the Blaster version to Moderate DoT instead of Minor. add +Special against robots, add - recovery.

1: Replace Short Circuit with Jolting Chain.

2: Replace another power with this power. (not sure which power would be fair)

3: allow the player to choose from 2 L6 powers (possibly only able to pick one of them, or both if people think it's better) this would probably require  the most changes to the game as it would make Blaster Electric Blasting 1 power longer than any other blaster primary set.

Feel free to comment to explain your position when voting and to propose any changes to this power contrary to what I propose.

feel free to change your vote later if you change your mind.

This poll is not set to close, the server admins will likely make their decision at some point during the voting or even before the voting but who knows you might change their minds if enough people vote one way or another or someone's comment gives a good justification one way or another.



I voted to make it a second L6 power, so that if someone wants short circuit they can still get it and we don't have to replace any powers, just add another one. It wont change the maximum number of powers a blaster can get in total, but it would add 1 more attack to this set than others. For that reason I think it's fair that the player should only be able to choose 1 L6 primary power Short Circuit OR Jolting Chain.
#32
General / Attempt: Developing Web Mids
Jan 24, 2023, 01:52 PM
Hi Rebirth, this is being started as an amatuer project. I really don't know what I'm doing. but I've started anyways.

What am I doing? I have copied some of the broken sourcecode for the old Suckerpunch's hero planner, which was an early webpage version of what would eventually inspire Mids. The goal is to modify, fix and update that code to the current database version of rebirth mids (and eventually others) to produce a page where you can plan your hero/villain builds in any webbrowser without any login. so if you save the page you could even use it offline.


Long story short, there has been some interest in a hero/villain planner that can be used on all devices. The Mids team has plans for such a thing (though not actually a webpage version), but they have expressed it's not going to be in the near future as they are focusing on current mids dev which is an extensive task.

Source: Suckerpunch's sourcecode can be found on archive.org from the old cohtitan page for it. the software at that time required you to be logged in to cohtitan to use it, as you cannot validly login to cohtitan via archive.org and as even if you did so the titan staff have long since taken the necessary files to support suckerpunch's offline; the code is effectively broken. but you can find it here:
view-source:https://web.archive.org/web/20110824142004/http://planner.cohtitan.com/planner
and the broken planner looks like this:
https://web.archive.org/web/20110824142004/http://planner.cohtitan.com/planner

Progress:


New hero crest image for the background. spent all day making it. I added it tot he background in the doc. This image will end up in a zip of images later as more images become necessary so as to save attachment space.
  [attachment id=0 msg=4490]
I have also stripped off the log-in arguments.

Right now: KEYBOARD REPLACED. It's been a long time. I got back into it today and started inputting the secondary power selections. Blaster's secondaries are all selectable (but still no data and no anything else). I'm not going to try to upload the script today, I'll wait till it's done. I'll upload a new image of the state of things so far tomorrow or something.

Also I'm thinking up a better method to do the tabs in the power info/totals table. I'm hesitant on using position:absolute and the z axis to control which tab's content is visible, instead I'm literally building the table from code on tab click. the downside for that is I'll need somewhere to store dynamic power info for the table, based on which power last had the mouse over it or is locked. I'm thinking a hidden object, with the data printed on it. could make a button to make it visible but it'll be multiple tabs worth of info so, a lot of text.

Next: Do the whole process again for power pools and Ancillary/Patron pools. And I plan to rework the power info table and tabs to be on different Z locations with backgrounds on the table cells so the can literally work as real tabs.


After that: Create Power Info Dictionaries and a power info table to display the information from the dictionary on button select or mouse-over.

Even Further: The Chosen Powers Field


Future concerns: the mids team has noted that Javascript's floating point numbers might not be compatible with City of heroes numbers. I have talked with them about this and determined that javascript with floats set to a precision of 4 to 6 decimal places might be able to equate it to CoH's floats.

Because of that there is a chance that even if I can make a visibly working planner in a webpage, the numbers wont be right and it may be worthless.  ::) but whatever lets try anyways.. maybe thats why suckerpunch's was taken down, though I seem to remember it was taken down because the guy that made it did not want to maintain it.


This is an open project, if someone knows more than me and wants to spearhead it, by all means please do so, I look forwards to your leadership lol. I'd share my test page, but I'm afraid people would visit my main page. my site is a joke and so I don't feel comfortable sharing it. a site written by a madman for the purpose of html testing and trolllery.. it was supposed to be a portfolio page.. yeah.. troll+freewebpage to do whatever with = webpage poop. If my progress gets closer to something that looks usable, I will clean the poop off my site and share it.

Meanwhile I'll share the source code so far:
CSS buildmaker.css an incomplete cropping of suckerpunch's planner.css with just the bits I need to make what I have work (and some others I have yet to know if I need them)
body, div, span, ul, li, select { margin: 0; padding: 0.2vw; font-family: "Lucida Sans Unicode", "Lucida Grande", Verdana, Arial, sans-serif; font-size: 1vw; }

body {
  background: #5095BE
}

#CoXBuildMaker_body { width: 75%; margin: 10px auto 0; position: relative; background: white; border: 1px solid #CCC; border-radius: 10px; -moz-border-radius: 10px; -webkit-border-radius: 10px; overflow: hidden;}

select option[value="Hero"]{
  margin: 40px;
  background: #5095BE;
  color:#fff;
  text-shadow: 0 1px 0 rgba(0, 0, 0, 0.4);
  font-size: 1vw;
}

select option[value="Villain"]{
  margin: 40px;
  background: #990000;
  color:#fff;
  text-shadow: 0 1px 0 rgba(0, 0, 0, 0.4);
  font-size: 1vw;
}

div.powerSelection {
  border-right: 0.2vw solid #909090;
  border-bottom: 0.3vh solid #909090;
  border-top: 0.3vh solid #F3F3F3;
  border-left: 0.2vw solid #F3F3F3;
}

div.powerSelection:active {
  border-right: 0.2vw solid #F3F3F3;
  border-bottom: 0.3vh solid #F3F3F3;
  border-top: 0.3vh solid #909090;
  border-left: 0.2vw solid #909090;
}

HTML CoXHeroAndVillainBuilder.html (javascript included in page, had to attach it getting too long for the post)
  [attachment id=3 msg=4490]

loadPowerSetsForLoop.js (Short Version) attached  [attachment id=1 msg=4490]
primaryPowersList.js attached  [attachment id=2 msg=4490]

As always any help in this project is appreciated. any final outcome will be posted in source (or source documents) here, by someone. and available to place as a page on any city of heroes website.

I don't own any rights to suckerpunch's nor did I get expreess permission to use their code, but I've changed it so drastically that it's vaguely resembling their code anyways, and it's abandonned. I'm not sure if this can be licensed, the plan is to GNU GPL it = Free to use, modify and distribute.

I'll get back into this one of these days here soon. just catching up on a backlog of stuff.



Janu/29/2025

Today I finished the Secondary Powersets powerlists dictionary. And bug tested all secondaries. there were a few casual mistakes. that's all working now. I might need to make a few more edits later.

Now I need to start a new code document for Pool powers and coding it so you can only have one copy of any given pool. Then ancillaries.

I messed with math recently and we decided on a course of action for maintaining number accuracy. there may be inaccuracies in the first version, or maybe there wont be. I know some methods for float handling so we'll deal with that if we need to.


The power info table has been successfully tabbed using a z-index position: absolute, however it was kinda frustrating and only worked after I closed my browser and reopenned it, so there may be some bugs/ headaches to deal with there. But for now it's working and I'm hessitant to touch it though I do need to touch it as I only made 2 tabs.

this project is getting closer. But the BIG job is yet to come. Power Stat Dictionaries.. those will be a tedious chore of data entry. any help will be appreciated once I define how they'll look, it will take no knowledge of coding to help, simple text and number value entry.
#33
So there are a few things amiss.

it seems a bit tempremental on range. that means if you are not in melee range but just outside of it, it does not TP you at all. The window between max melee range and max TP range is very small (probably should have longer range).

Animation: so normally theres a handstand flip kick now. and theres supposed to be the old standard flying jump kick when you are beyond max melee range, however that is not the case, the animation is still the hand stand kick.

1 Major issue: TP on a running target will cause you to turn around, then TP in the opposite direction! the attack apparently still hits but you are miles away lol. and it take a bit to chase them down from such a distance.

Minor issue, the TP does not cast at the correct range after a fly-by or jump-by. seems you must be on the ground for the TP effect to cast. Further more the Melee attack will not cast after a fly-by or jump-by either even if the correct range was reached. This differes from other powers, for example [Thunder Strike] in electric melee if you set it to activate next then jump past the target and land; the attack casts because you were in range though you are not in range when you land. this is the same with all other melee powers and is usually used to hop and punch things that jump into trees and such. but again this trick does not work with Jump Kick any more it will not activate after a jump even if the correct distance fromt he enemy was reached during the jump. to ensure it was reached I jumped right over the enemy's head touching him with my feet with the power ready to cast. upon landing the attack did not activate because I was out of range upon landing.

hope this info helps.
#34
[Rebirth General] Event Herald:  [Discord Staff:@SilverAgeFan (Rebirth)] those slash commands are: /levelup_xp X and /Influence X (X being the level you want to hit or inf you want)
[Rebirth General] Event Herald:  [Discord Staff:@SilverAgeFan (Rebirth)] and /autoenhance to quickly get a spread of enhancements to quickly fill out a quick leveled character


thats all I know. it'd be great to have them all if there are more.

for example /SetRewardMerits or SetalignmentMerits or astral merits or empyrean etc. not sure if there are such slash commands. these are mainly for getting recipes so as to test what the powers will be like once the build is fully finished.
#35
I just started the L25 to 29 contact Lorenzo Tate the first mission requires a team of 2 to disarm bombs simultaneously and save a woman from the DE in a cave, the second mission is to protect something from The Lost.., it said so many scientists to save and equipment to do something with and no warning the mission can be failed if one of these things are done.

https://wiki.cityofheroesrebirth.com/wiki/Lorenzo_Tate

The missions are wrong, either the wiki is wrong, or Lorenzo's in game missions are wrong. I'm guessing it's in-game is wrong because "The Lost" at L29? I'd expect it to be what the wiki says DE and Council. the lost are finished much earlier.

if I can I would like to request that my contact progression for Lorenzo Tate on my character Captain Shock be reset as well., I realize it may take a while to fix the arc so it matches the wiki. so I will focus on some other contacts for now and may put this character's completionist run on hold till it's fixed.


EDIT!:

it looks like it's not even giving me the story arc! thats why I was perplexed, it's jumped me straight to the clean-up missions!

https://wiki.cityofheroesrebirth.com/wiki/Lorenzo_Tate#Stop_the_Lost_attack this is the mission I "Failed" again it doesn't even say it's a failable mission! so what gives? was it a bug that the lost just kept swarming and attacking lab equipment faster than I could defeat them?

I'm not even seeing the cave mission in the missions list. the first mission was a cave mission to rescue a professor who some school children found when they went for a field trip and disarm 2 bombs simultaneously.

An edit in red. No longer want to reset it.

After careful review with one of the mods, we were able to determine that the wiki may be correctish. the Missions will sometimes be given to the player at random instead of the main content. so before you get to Part One you may end up doing other filler missions.
#36
because there are those annoying missions where you have to stop enemies from destroying something or stop someone from escaping and lo and behold they spawn RIGHT NEXT TO THE ESCAPE DOOR, or every single patrol ont he map just happens to spawn near the destructible before you can clear around it.  and before you can load the mission you fail and miss a badge.


we need a contact reset.

I mean it just... doesn't make sense to finish the contact after that happens. it's disheartenning. and when doing a completionist run it means I'll need to ouro it again later for the damn badge. there is more than 1 arc like this and I've just given up on them at this point.

I'd give an example but I just found that according to the wiki I should have never had the missions I was getting. so I will report that bug separately.


having a button which resets the contact so long as you are the right level range would be perfect.

lets also add in, that if you for example get a temporary power that you get to keep, that temp power should at most be refreshed to it's max uses/time. again the criteria is you can only reset the contact if you are in the correct level range. So if you were to level past the level range you cannot reset the contact nor refresh the temp power.

I also think there should be a limit similar to Mission Auto Complete, where you only get so many goes in 24 hours.
#37
Dot net 6 is sneakily unavailable to windows 7 users. I tried installing it, and microsoftie has put in operating system detection in the installer and BLOCKED windows 7. We wont get into the rabid illegal nonsense that they get away with and why they want to. but the software would otherwise (without an os version checker) install.

However in this case that means .net 6 is unavailable to windows 7 users. and that means Mids Reborn  that uses it cannot be run on windows 7. it'd be nice to have a version with an earlier .net, afterall theres not much reason to update the .net version in an application like that.
#38
So CoH.com is dead. and the ftp that goes with it is also dead. and the comics are thus no longer available at the links given.
Edit: and archive.org does not have the comics archived!!!!

I did manage to find some of them (2004 Darkhorse, and 2005) but it might be a good idea to actually grab them and upload them to this site. Most of the comic viewer websites have been googled in googletml and don't work in non-googled NPAPI browsers. I mean yeah google is trying to take over the internet by rewriting all the pages in it's custom version of HTML so older browsers can't view it any more and all modern browsers need a license from google just to read the net.. thats gotta be monopolization of the internet and thus illegal. but whatever not my call to make, I'm just a paranoid techie. Having to view sites in Tor just to keep google spyware off my machine is kinda slow, I just want to read the comics. Started because I wanted to see how they drew the longbow (if they even featured them).

worst part most of the comic viewing sites actually host the images on a blogspot server... thats...gotta be against blogspot's policy, hence my concern that the images may be 404ed in eventuality.

Edit: [spoiler]all the online comic viewing websites link to images on the same blogspot page, I couldn't view them except in tor because I have an(EDIT: OUTGOING) IP range ban on google. why google feels they need to hide their presence and masquerade as a blogspot user to present free to view comics only furthers my paranoia. Just how many websites are actually owned and operated on google's servers? this is an internet takeover nightmare.[/spoiler]

We can at least list the PDFs as downloads from this server. What do you think?


heres the comics in question (hosted on google's servers, but referenced as a blogspot page in the URL, can't view if you block google's IP ranges OUTGOING.):
https://readfullcomic.com/category/city-of-heroes-2004/ - Darkhorse Comics version. Issues 0 through 12.
https://readfullcomic.com/category/city-of-heroes-2005/ - given it's 2005 I'll go out on a limb without reading and say this is the city of villains comic. Issues 1 through 20
https://readfullcomic.com/category/city-of-heroes-image-comics/ - Image Comics version, Issues 1 through 20
https://readfullcomic.com/category/city-of-heroes-blue-king-studios/ - Blue King Studios version, Issues 00 through 12

now to confirm they all work and none are broken. - they appear to be live and functional.

as noted in my edits:
[spoiler]my google ban is only on outgoing connections to google, not incoming connections from google. so it's really bad that in order to merely recieve bytes of an image I need to SEND information to google. I really should setup a python listenner and see what data is being sent. but I'm lazy.[/spoiler]
#39
Edit: This thread is for the discussion of the creation of a new otherworldly zone that is the other side of the magical rift in croatoa. My post here takes a look at some things we could consider including in this zone as well as contacts and factions which might exist there.

So as heroes we get a chance to go to a Magic Origin zone from Lv25 to Lv39 called Croatoa, this zone is in reference to the original LOST town Roanoke NOrth Carolina. where a sailor left the town including family behind, they were on good terms with the local natives so long as they stayed on that peice of land. And when he sailed back from Britain he found the entire town buildings and all missing. and the only clue was a small sign with the word "Croatoan" carved on it. This mystery has never been solved.

In City of heroes, Croatoa is a peice of land that sits atop a magical rift between Paragon's Universe and a place called "the sprit realm" in the game. However that name doesn't really do it justice and is just an all encompassing term used by the witches to refer to it as. In croatoa we get to see multiple fairy tale creatures from Irish Mythology spill over into Paragon's universe. Gnomes such as the Redcaps (which are actually leprechauns in Irish Mythology), Fir bolg, Tuatha De Dannon a few Wisps, and even a certain beloved swimming reptile grace the eerie fog covered landscape with a potential run in with ghosts, witches and a real actual giant man!

As you learn in the story, the other side of the rift has a war going on, more like an age old blood feud over control of magical resources, and it has apparently spilled over into the town of Salamanca.

The more you delve into it you realize that the controlling factions of the other side are all in fact various races of Fae, that's an overall classification of faeries (sometimes called Fairies) of which there are actually multiple types including gnomes, fir bolg, and tuatha, they are all Fae.

Thus we are to deduce that the other side of that rift is the Magical parallell universe of the Fae. Space, time, physics, many things will likely be different over there. I mean it is the very universe which contains Pan's neverland in fairy tales as well. It's likely to assume that nothing grows old nor dies over there. They probably have more than 1 sun and a few moons and the constellations will likely be wildly different.

It's a veritable wonderland (and might contain that too), and in CoH terms might come with a host of zone specific temp powers like "Magic Flight" if you do a mission to get a little pixie dust.


What are the factions?

Well obviously the ones who spilled over into Salamanca were actually just the grunt soldiers, the real organizers are on the other side and somehow forbidden from crossing unless they can erect hedges in specific patterns over magic rift lines. probably because the physics of Paragon's Universe can't support their existence naturally. So we are talking terifying creatures such as higher echelon Fir bolg and Tuatha, and gnomes of various sorts, and some friendly things such as well humans like Kelly Nemmers wont actually be a ghost over there she'd be alive flesh and blood so theres probably a town over there of "dead" people who had died and passed over in salamanca, such as the original residents of Roanoke, probably missing children abducted by gnomes and pixies undergoing magical transformations, Banshees etc.. And if Heroes go over they'll probably encounter ghastly figures of students hanging around ghastly classrooms at the Salamanca Uni saying "It just got cold suddenly.. sent shivers up my spine did you feel that?" when you get close.

Other factions:
Royal Fae, if you delve into Fae myth a zone in the world of the Fae can't be without it's Royalty. The austere immortal race known as the Royal Fae, who are practically human sized, look sorta human just much more clean and tidy.

they are neither good nor evil. imagine this was the garden of eden, these were the "'other people" who didn't eat the forbidden fruit. Myth states they look down upon humans (we are lower beings to them, like we think of cats and dogs), like most Fae they are known to make servants of humans. the catch is unlike other Fae, the royal fae don't need to do this to reproduce and create more of their race! instead the royal fae can reproduce just fine on their own. They offer contracts to humans the standard print is "you will work for me for 100 years, and for each year you work I will grant you that many years extra life after you leave my service, you may sign this contract as many times as you like."

it seems benevolent, and in a way it is, but.. it's magically binding. and the penalties for breach of contract are taken in various forms. parts of your soul, years of your life, your children's/family's health, years off your next life, or even a curse or two or a direct downgrade to lower fae. and if you pay in years of life as many humans foolishly do because they make the logical connection that they can't age nor die there, they soon find out that when all their years are spent they end up like Kelly Nemmers, dead and bound to the other world unable to pass back over.

The Royal Fae, may be one of the contact points for missions. but they wont talk to you without a really really high grade introduction. You'll be punished for attempting to talk with them (they are enemies) before you are given an introduction or sold to them. Lucky for you if you are sold to them they don't believe in slavery and merely contract you.


All is not light and well though in faerie land. there are also malefic forces at work there, demons and fallen angels also reside in the depths of the caves of this realm. the minions of whom our infamous Circle of Thorns have been able to summon from oranbega because they managed to make a soul exchange with a creature in the exact same place (deep underground) in the Fae Universe. This could theoretically turn the Circle of Thorns into a non-enemy faction with contacts in the Fae kingdom, but they do have their agendas too so it's likely they are enemies on the map as well..

Add in some tsoo ancestors, who aren't spirits, and are dressed in black and red and white robes who again could have some good guy contacts and I think you get the general idea.

and if that isn't dark enough for you, well, then we get into the real monsters. Giants are just the tip of the thumb here. theres Cave trolls, Minotaurs, Oni, Vampires (non-council), Werewolves (non-council),  Imps, dragons, and various things with lots of venom filled spikes and claws and teeth and eyes that you probably don't want to meet. and probably a bunch of druids with reanimated bones of things long dead on earth but not so dead at all there.


Given that the enemies are obviously way more powerful than their grunts we encountered in Croatoa, this Zone is likely going to be Lv50+ for incarnate content.

The thought crosses my mind to make it even more interesting and make it an Incarnate PVP zone inviting villains to join as well. but that's debatable!


An additional thought here is that Pan (not as in peter, but as in greek mythology) would be a likely candidate for the leader of the Tuatha. and Hes probably a magicly powered Incarnate AV shape-shifter with ranged transformative debuffs. /em alakazam style. this will likeyly be one of the "physics" differences of that universe, the inclusion of the Mez "Enchanted" which changes your form and forces you to play by the powers of that form most higher beings over there likely have this power, players might be able to get it as well, but it probably wont work in Paragon or be otherwise limited.

Story Arc flow:

Mission goals will likely be rescue or escorts initially, starting with human contacts asking you to go rescue their children from redcap, fir bolg or tuatha abductors.  glowie clicking where you are asked to retrieve years of their life or parts of their soul or find a way to lift a curse and maybe restore them to their original time-line back on earth. and then this gets you to run-in with the more powerful factions, introducing contacts of magically powered human groups such as Tsoo, Circle etc. which will then likely have you doing raids on magical resources, and thus entering the conflict in full which will likely get you defeated and sold to some higher Fae group and being forced to sign a contract to pay back your magical debt by agreeing to use your powers to challenge the other factions leaders directly (Taskforce or itrial). and as some players commented maybe this should unlock and help earn one of the incarnate tiers.

The end result could be defeating an array of fuedal Fae, monstrosities and fallen Angelic lords, ending a battle of the Fae Throne, reuniting the kingdom and recrowning a true-blood Fae King or Queen whose been in hiding in Paragon and ending the conflict, at least for a time. the typical "thank you for helping me get my kingdom back, maybe humans aren't lower beings after all. being forced to live among you we really are no different except in life expectancy, maybe that should change." or something of that nature.
#40
So, I had to settle for changing Plasma Gal's top from Cybertech 5 to Haltertop under glowing skins. what I had actually wanted was to keep Cybertech5 Opaque and just have her skin set to Plasma glow (as per her name), the same happened with her mask (diamonds), I wanted to keep the mask opaque while making her face set to Plasma glow.

for now she glows but these two parts are glowing/transparent with the skin.

So I think a request to add glowing skin Under Chests, Masks etc. is in order. I realize it's a lot of work and I appreciate what you've done already.

I can imagine there might also be players who would want the opposite (glowing clothes and normal skin)

Also I kinda didn't have time to prepare well for the costume contest. Will there be another?

but the main point is to request glowing skins as an option under each shirt texture (leaving the shirt itself non-glowing). in case of my example of Cybertech 5 that would set the shoulders back and arms to glowing/transparent etc. while leaving the actual shirt alone. like an almost invisible person puts on clothes and the clothes don't become invisible.

Right now this is possible with gloves, skirts, and boots but not tops or masks.

Regardless any effort into this is much appreciated!